[Discussion] [Very Long] Reflections On Ignite
[UNNECESSARY BACKGROUND INFO ON ME, AKA WHY YOU SHOULD READ THIS]
This is going to be a very long, pretty prescriptive post, so let me start off with some credentials. I've played PoE for a pretty long time (since Talisman), and while I'm far from the best player out there, I was the #2 living Chieftain in Bestiary HC and something like the #10 Elementalist, for a week or so, starting a few days after the start of the league.
I've also got great huge gobs of competitive gaming, game balancing and design experience, from beta testing an expansion for Impossible Creatures, betas for Supreme Commander: Forged Alliance and SupCom 2, and membership in the [Project M Development Team](https://en.wikipedia.org/wiki/Project_M_(video_game\)), a mod for Super Smash Bros Brawl with over 3 million downloads. I’m also currently leading a small team developing an unrelated fighting game.
I’ve been a top 5, 10, or 50 player in all of the above games, and several more besides. I’m awful at PUBG, send help.
None of that is to say that I’m the greatest at games or have the best ideas, just that I have a decent idea of how to make and break game systems. That, and I love game design and I think this stuff is at least worth reading. I also love PoE, and while I’m pretty sharply critical of GGG at times, I think they’ve got some brilliant minds behind the scenes and they regularly pleasantly surprise me.
To GGG: this post isn’t because I think I can do your job better than you guys - I just want to present some angles that may or may not have come up in your internal meetings, and also maybe soften some of the harsh public reaction on the current state of ignite.
As a game designer, I know well that players tend to be very good at finding problems, and extremely bad at prescribing solutions. That said, please read this with an open mind. I think I’m onto something.
[/UNNECESSARY BACKGROUND INFO ON ME]
So, ignite. What the hell’s up with it? Why’s it so bad? Does GGG hate ignite builds, and Elementalist in particular?
Well, no. Here’s why.
What is a DoT?
Fundamentally, a DoT, or Damage-Over-Time, is any skill or ability in a game that deals the bulk of its damage to enemies over some duration (or at intervals), rather than at the moment of impact.
DoTs are notorious problem children in game design. They’re difficult to balance and make satisfying for players to use; and doubly frustrating for players to fight against. When players are using DoTs, they tend to feel unsatisfying, unresponsive, and ‘mushy’ as there’s little or no immediate feedback relative to comparable abilities with upfront damage. Playing against DoTs tends to be doubly frustrating for players because of that same lack of feedback, resulting in a feeling of helplessness as they’re unable to mitigate the damage after the effect has been applied.
Because this damage does not occur immediately, it by definition cannot take opponents out of the fight as quickly as frontloaded damage can; and therefore, in order to be balanced, any DoT needs some sort of significant advantage over a comparable source of frontloaded damage. Not only does the balance gap between DoT and the empirically better frontloaded damage type need to be traversed; but in order for the ability to feel strong and worthwhile, DoTs almost necessarily need to be overtuned relative to frontloaded abilities.
The most common ways of doing this are as follows:
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Stacking damage. Two strong examples of this in PoE 3.1 are Scorching Ray and Essence Drain. The damage achievable on these skills with next to no investment (especially on Scorching Ray with Balefire and Elemental Equilibrium) is absolutely nuts when compared to almost any skill that deals its damage upfront. This makes these skills feel impactful because enemies just disappear under a tsunami of DPS.
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Applying additional debuffs for the duration of the DoT. A great example of this in PoE is Blight: not only does the Hinder debuff help with player safety (compensating for Blight’s relatively low damage), the immediate slowing effect provides a tremendous amount of snappy player feedback: you feel like you’re doing something impactful and hitting enemies in the face. Bleed gets an honorable mention for its prominent, satisfying sound effect, and the power of the additional damage applied when enemies move.
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Rewarding players directly for having applied the DoT. “Vampiric” or “leeching” skills which heal or buff the player for the duration of a DoT debuff are an extremely common archetype in basically every RPG, but PoE’s angle on it is a bit different: typically rewarding players for hitting or killing a DoT’ed enemy, either through ascendancies (Trickster, Gladiator, Occultist), or gear (Haemophilia gloves, Balefire, Wasp’s Nest, etc).
I’m getting around to my point. Please bear with me.
On Unique Ability Identities, and PoE’s DoTs
One of the fundamentals of game design is supplying players with a feeling of power and agency. Another way to put this is that it’s critical for players to feel as though they’re making meaningful, impactful decisions about how they’re experiencing the game. To this end, it’s mission-critical for GGG to tune its DoT abilities in such a way as to reinforce this feeling of player agency: all the DoTs need to feel different.
Historically, making DoTs has been pretty easy. Ignite was all about making a single, extremely-powerful hit that inflicted a brutal ignite. Burn was about ‘melting’ things with the player as the source, rather than actually setting them afire. Poison was about quickly stacking papercuts. Bleed was … just kinda garbage.
Two issues arose with this model.
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Players wanted to play Bleed builds. Cool! Now GGG had to make Bleed good, which was fine and sensible. Unfortunately, the best way to flavor Bleed was to base it on inflicting a single, extremely-powerful hit, which inflicted a powerful bleed. Sound familiar? Yeah, this unfortunately stepped on Ignite’s toes more than a bit. Ignite was now kinda stuck without its own unique identity.
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Players discovered how to double-dip. Uh oh. While PoE is all about balance through imbalance, the power levels achievable through double dipping were so massively egregious that it necessitated a nuclear-level response. GGG was forced into a huge (seriously, the amount of work that went into this is basically incomprehensible) rework of just about every system in the game in order to return its balance to something resembling sanity.
As a result of (2), as well as a host of other issues that were understandably deemed more-urgent (such as ascendancy reworks and 6 new acts) or simply arbitrarily prioritized (adding new uniques like Coralito’s to make Poison playable after the double-dipping fix), Ignite has, uh, been sort of left out in the cold.
That brings us to today. Clearly, given their considerable (though careful) recent attention to poison, GGG intends to buff and/or rework ignite. In order to buff or rework ignite, they need to very carefully consider Ignite’s identity relative to those of the game’s extant DoTs. Here’s the pickle they’re in.
Ignite vs Bleed
As mentioned before, GGG’s (again, sensible) solution to Bleed’s underpowered-ness and identity problem came at a cost to Ignite’s identity. Now we have two DoTs that are both (Even with Crimson Dance or Emberwake, the low number of stacks available doesn’t really change things) fundamentally based on inflicting a single huge hit, and basically waiting. With Bleed, this makes sense intuitively as players opening a vein, having blood gushing out, whatever - particularly considering the massive bladed weapons typically used to do so.
This particular identity doesn’t seem to fit quite as well for ignite, particularly because of the existence of elemental proliferation. If ignite damage is too easy to scale, Elementalist instantly, necessarily becomes objectively the best ascendancy. Again. If it’s too hard to scale, as is currently the case, it’s basically just a worse bleed.
Compounding this problem is that Bleed doesn’t apply automatically on Crit, and is most closely associated with Melee builds - both of which imply that given the current state of affairs, Bleed necessarily needs to be numerically much stronger than Ignite in order to compete, because it’s much harder to inflict - especially in a world where Elementalist’s Conflux exists.
I don’t think GGG intends to stick with this model for Ignite, and I don’t think they should - as it’s pretty much necessarily going to be a worse Bleed, which isn’t a satisfying solution for anyone.
Essence Drain is worth a special mention here, as while it’s not tied to melee users like Bleed, it is also limited to a single stack, and is relatively difficult to apply due to its slow projectile speed and because it needs a second button (Contagion) to function properly against packs. So, for pretty much the same reasons, a straight numbers-buff would just necessarily make Ignite a worse Essence Drain.
Ignite vs Poison
Due to the double-dipping fix, Ignite and Poison were left in a superficially similar spot. According to the wiki,
The default base duration of poison is 2 seconds. The base damage per second dealt by a given application of poison equals 20% of the combined physical and chaos damage of the base damage dealt which applied that particular instance of poison.
And
The base duration of ignite is 4 seconds. The burning damage over time is 40% of the base damage of the hit of fire damage, per second.
Mathematically, it’s pretty easy to see that on a hit with identical base damage, an Ignite will deal 4x the damage of a Poison, because it deals twice as much DPS, for twice as long.
What gives, then? Why is Poison on the weakish side of playable, while Ignite is just useless right now?
Two things.
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Poison can stack, is rewarded for stacking (via Vile Toxins, Assassin’s ascendancy, Wasp’s Nest, and other factors), and is relatively easy to stack with high attack or cast speed. While Ignite’s base damage is theoretically higher, it lacks all of the massive scaling factors available to Poison, and it becomes very quickly out-multiplied. Players wishing to play an Ignite build cast Flameblast (or whatever other skill), and then are forced to kinda just wait around with nothing to do, and no way to meaningfully scale their damage.
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This looks like a dev time issue. While these numbers look somewhat arbitrarily chosen, new uniques have been added to improve Poison; the Assassin and Trickster ascendancies have some strong new poison enabling nodes, and imo a near-certain buff to Perfect Agony after the endless complaints about its current state. I don’t think it’s a coincidence that Ignite has been untouched during this time: it’s due for a larger rework that GGG simply could not fit in the last few cycles.
As I argue in the “bleed” section, I don’t think a simple numbers increase to Ignite is a good idea, because it’ll necessarily step on Bleed’s toes, and necessarily be a worse version of Bleed. Likewise, I think it’s pretty clear that any Ignite rework shouldn’t be based on stacking Ignites - as that would be intruding on Poison’s identity, and due to how much easier Ignite is to apply, it would again necessarily end up as a worse Poison.
Ignite vs Burning
I think I can safely say that Ignite damage versus Burning damage is a pretty massively confusing issue for new, and even relatively experienced players, and their relative identities are a bit muddied at the moment. As mentioned before, “burning” damage can probably be more accurately described as “melting” damage, though the damage from Ignite also technically counts as Burning damage (but not all Burns are Ignites) ---
--- and you probably see my point. The change some time ago to Herald of Ash from applying an Ignite to a Burn didn’t help, nor does its confusing local “more burning damage” wording which falsely appears to imply a global modifier.
That’s not to say that the changes to HoA were a bad thing. Quite the opposite; it now appears to more or less do the job of the old ignite prolif: massive single hits that overkill are rewarded with a Burn that spills over onto surrounding enemies: effectively helping single-target builds to compete a little more effectively in terms of clearspeed, and now helping Elementalist in particular feel badass.
Between Burning Damage being what it is, and Herald of Ash functionally taking the place of old Ignite Proliferation, this leaves Ignite in a very weird spot. If its numbers are simply buffed, Ignite’s identity relative to Burning becomes no less confusing, and Ignite Proliferation functionally has no unique utility or identity relative to Herald of Ash (unless Ignite is OP in which case Proliferation becomes insane).
Here’s another factor that makes Ignite vs Burn even more confusing:
Consider the relationship between Chill and Freeze. While their relationship is a little bit complicated, it’s well-defined and easily understood with a little explanation.
Chill is easier to apply (doesn’t require a crit or a %freeze roll), and Freeze is more beneficial. Perfectly intuitive. ‘Applies Chill’ and ‘Applies Freeze’ both require that the applicable cold damage surpasses some minimum threshold of the opponent’s HP: you need a significant hit to do an appreciable chill or freeze. Chill helps to apply freeze, due to the brilliantly-designed Hypothermia gem. Ergo, there’s at least a clear one-way relationship where Chill -> Freeze; while Chill is lesser, it’s a stepping stone. Chill and Freeze both tend to be scaled by the the same items and nodes (Increased Effect of Non-Damaging Elemental Ailments, Taryn’s Shiver, Added Cold Damage, etc).
While Ignite and Burning Damage are both scaled by Fire and Burning Damage nodes, they don’t otherwise have much of a meaningful relationship. Even stranger is their mutual relationship to other Elemental Ailments: they’re both specifically excluded from the horrifically worded Increased Effect of Non-Damaging Elemental Ailments.
When looked at in a historical context of the current balance situation as we did earlier, this situation isn’t surprising. That said, another pillar of game design (and design in general) is that Simplicity is Desirable, and relationships between concepts should be obvious where possible. You can see this principle in action in the anti-double-dipping rework of Ignite and Poison damage: they’re both DoTs that scale from the base damage of the inflicting skill - there’s a clear symmetrical relationship.
Just as fundamentally as being a DoT like Poison, though, Ignite is an Elemental Ailment. In service of that same principle of simplicity and elegance of design, perhaps we could aim for additional symmetries and synergies with the other Elemental Ailments.
In Summary of The Problem:
A simple numbers increase can’t make Ignite feel powerful and satisfying without making it extremely OP relative to Bleed. Allowing Ignite to stack like Poison can’t make it feel powerful and satisfying without making it extremely OP relative to Poison. Again. Also, Emberwake and The Taming exist. Ignite and Burning have extremely uncomfortable, awkward, unintuitive relationships with each other, and with the other Elemental Ailments.
So, what now?
Working Towards A Unique Identity for Ignite
Let me preface this with the fact that it’s much, much easier to diagnose design problems than it is to come up with solutions. Solutions are usually a product of a hell of a lot of trial and error and iteration and trial and error and iteration. I’m not on GGG’s design team, so I don’t have that luxury: all I can do is speculate.
So, on with the speculation! This is gonna get pretty abstract and weird. Please continue to bear with me.
Fire Damage in PoE
Fire consumes and destroys, and makes more fire until everything is either fire, or ash. Fire Damage in PoE communicates this flavoring by a few means:
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Being the ‘final stop’ on the conversion chain for most practical purposes. Phys -> Lightning -> Cold -> Fire -----> Chaos, technically, but achieving 100% Fire->Chaos conversion is pretty much impossible afaik, but either way, Fire is the final element, and not by accident.
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Avatar of Fire strongly encourages players playing Fire builds to play builds exclusively geared to deal Fire damage. Even though Chaos is theoretically the end of the conversion chain, AoF overrides even that.
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While Heralds of Ice and Thunder have pretty strong mutual synergies (especially when Call of the Brotherhood/Berek’s Grip comes into play; and even moreso when Herald of Thunder is linked with Hypothermia and/or Ice Bite), Herald of Ash only turns Phys damage into Fire damage - and Fire Damage into even more Fire Damage.
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Chance To Ignite and Immolate support gems both supplement your Fire Damage with more Fire Damage.
5, Unlike Cold and Lightning damage, Fire (via Burning) does not need to hit in order to be highly destructive, due to the existence of Scorching Ray and RF.
- Scorching Ray also supplements your Fire Damage with more Fire Damage.
So, while Ignite's identity is a little fuzzy right now, Fire damage in general certainly is not. I think we can pretty easily define its identity as follows:
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Exclusive, synergizes primarily with itself
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Focused on pure damage, rather than utility or defense
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Less dependent on big hits than Cold and Lightning damage, but still prefers big hits when it is hitting.
Existing Uniques and Other Notes
Regarding uniques:
There are a whole pile of uniques that benefit from repeatedly igniting an enemy, such as Razor of the Seventh Sun, Ngamahu’s Sign, Oro’s Sacrifice, Xoph’s Nurture, and a couple others. These uniques directly counter-synergize with Ignite’s current design of being solely based on a single huge hit. As a result, these uniques are extremely difficult to use effectively. Buffing their various utilities (Heal on Ignite in particular) would be tough without making them mandatory for all ignite builds, and simply buffing their other numbers would dilute their identities and contribute to power creep.
I think an ignite rework should synergize with these sorts of uniques, and make them feel as if they have a real place in the game. GGG rightly resists rebalancing uniques much more strongly than rebalancing skills, the tree, or other factors - because acquiring and owning uniques is such a core part of PoE gameplay.
Also, rebalancing these uniques would introduce a monumental pile of development overhead, which we’re not about if it can be at all avoided.
Restrictions
So, keeping in mind Ignite’s identity as an Elemental Ailment, as Fire Damage, and as distinct from Poison, Bleed, and various Chaos skills:
So, what must we do with an Ignite rework?
- It must deal Burning damage. Even if we do come up with something fancy, ignite is what it is: you’re on fire.
- It must be useful to a variety of builds. We cannot pigeonhole players too hard into a tiny subset of skills in order to effectively use Ignite.
- It must maintain a unique identity relative to other DoTs.
- It must be scalable to deal massive amounts of damage, commensurate with Fire Damage’s identity as an overwhelmingly destructive force.
What should we do with an Ignite rework?
- It should synergize with Fire Damage.
- It should focus on pure damage, rather than utility.
- It should have some sort of symmetry with other Elemental Ailments to aid with understanding, and help untangle the mess that their lack of relationship has caused on the skill tree.
- It should draw on players’ existing understanding of Ignite to be intuitive
- It should synergize with existing uniques to function well and in a satisfying fashion.
What should we not do with an Ignite rework?
- It should not be too much like Herald of Ash in terms of operation.
- It should not clear maps by itself too easily when paired with Proliferation - Lightpoacher in particular is dangerous here. Spectral Throw, Burning Arrow, and other projectiles are also very likely to get out of control if this isn’t controlled for.
- A rework should not require any more dev time from GGG than absolutely necessary.
What can we not do with an Ignite rework?
- It cannot stack infinitely: that’s poison’s domain, as explained earlier; and results in inevitable balance impossibilities.
- Its utility cannot continue to be based purely on the damage of the initial hit: that’s bleed’s domain, as explained earlier; and results in inevitable balance impossibilities. AKA a pure numbers-buff won’t work.
- It cannot double dip.
- It cannot have its primary utility based in anything other than pure damage.
Potential Solutions
Have you ever poked a campfire, and observed how the fire flares up when you shuffle the logs around? I think GGG was onto something with the design of the Immolate gem: fire flares up when poked.
Remember ten years ago, when I explained the most common ways that DoTs are balanced versus comparable sources of upfront damage? For reference, here they are:
Stacking damage Additional Debuffs Rewarding Players
I think we need to borrow a little bit from each of these in order to come up with a satisfying rework. The simplest version of my proposal is this:
- Allow players to use the Ignite debuff (2) to stack additional burning damage (1), and thereby be rewarded for hitting Ignited enemies with fire damage (3).
In more detail:
It’s clear that the damage of Ignite is in need of at least a modest damage basic boost - perhaps attainable by allowing “Increased Effect of Ailments” nodes on the tree to also affect Ignite. However, it is desperately in need of damage scaling, and synergy with its own uniques and gems. Players, I think, should be rewarded for synergizing fire damage with fire damage, and using ignite as a tool to do so.
So, here’s the pitch with some example math pulled from thin air:
- “The base duration of ignite is 4 seconds. The burning damage over time is 40% of the base damage of the hit of fire damage, per second. If an ignited enemy is again hit by fire damage, it is inflicted with an additional Burn, which deals 20% of the base fire damage of the subsequent hit over one second. While Ignite cannot be stacked (barring Emberwake), subsequent burns can.”
I’m not at all confident in the numbers, but here are some strong points in defense of this system (assuming proper tuning of the numbers)
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It enables ignite-based builds other than Flameblast, and allows even builds based on a single huge ignite for clear, to supplement their single target DPS by focusing a target down with Firestorm, Flame Surge, Incinerate, or really any other skill. Hell, why not Molten Strike? This should help Ignite-based builds to be able to do bosses ever, without making them strong to the point of degeneracy for clear speed, as Elementalist has been in the past.
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This system has strong built-in synergies for most or all of the mentioned unique items, further increasing build diversity. It also shouldn’t necessitate many (or any) real balance changes to extant uniques, saving on dev time.
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This gives Immolate a strong, well-defined role as a central gem for Ignite-based builds, which would depend on having a large amount of base fire damage - against Ignited enemies in particular.
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As mentioned, this system’s strong synergy with currently under-used skills such as Incinerate and Flame Surge (which can’t inflict Ignite, but could theoretically inflict a burn!) should help them compete more effectively in the current meta, relatively cheaply in terms of development time.
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This gives Ignite and Burning a closer, more intuitive relationship with one another, in a way that’s at least a vaguely symmetrical with Chill and Freeze.
Obviously, this isn’t the only solution that fits my description above:
Allow players to use the ignite debuff (2) to stack additional burning damage (1), and thereby be rewarded for hitting ignited enemies with fire damage (3).
We could, for example, require an igniting hit (like Chill and Freeze and Shock) to deal above some base percentage of the enemy’s max HP in order to take effect. Overall, I think this may be a more elegant solution, but runs into the major problem that Ignite builds would likely be often totally unable to damage Shaper or his Guardians - at all.
Because this, and other potential solutions based around the same idea, are likely to overcomplicate the issue and muddy the waters, I’d prefer to maintain focus on the general idea, and the principle of rewarding players who hit ignited enemies with additional fire damage.
I don’t really have any more. Thanks so much for reading. Even if you violently disagree, I hope it’s been at least thought provoking; and I hope at least one person reads this and is less upset at GGG for not yet having improved Ignite. I think they’re taking their time for good reason.
Posted Mar 22, 2018, 7:34 PM UTC · edited
I think the issue with your proposed solution is that it's too complex for a status ailment, particularly because it's multifaceted. Cold damage chills and freezes based on the mob's life, lightning damage shocks based on the mobs life, chaos/physical damage (can) poison based on the damage of the hit, and physical damage (can) bleed based on the damage of the hit. Saying "fire damage ignites based on the damage of the hit, but it also (can) add a Burn, based on a smaller amount of damage from the hit, which is basically a stackable ignite", is pretty obtuse and isn't that just poison anyways? I thought you wanted to avoid that.
Regardless though it's a discussion worth having. The damaging effect of ignite is largely irrelevant outside of Elementalist builds right now, which is a shame.
That's possible, though I don't really see it as more complicated than the combination of freeze and chill, especially because the latter are complicated by the necessity to pass a maxhp% threshold in order to take effect.
I don't think so. Chance to Poison is separately calculated every hit, and there's a ton of gems and mechanics that specifically reward stacking poison.
The proposed ignite rework only allows you to apply ignite once, but allows you to benefit from subsequent Fire hits without having to scale Burning damage specifically. Essentially, it in principle allows players to use Ignite as a modest-but-appreciable source of supplementary damage even if they don't want to scale purely ignite. This is in stark contrast to the all-or-nothing nature of poison.
It also allows players to get mileage out of two-button builds. While Poison pretty simply wants to stack itself as high as possible and get that mileage out of the Assassin ascendancy and Vile Toxins, there are no bonuses available for stacking any given number of burns on an opponent - and so there's no reason to prefer any particular point on the Big Hit <-> Many Stacks continuum.
As mentioned, I'm more interested in the context and the restrictions on possible reworks, than sold on that specific one. There's a pretty wide variety of reworks that fit the necessary criteria, I think - and it's worth discussion.
Perhaps a slightly less complicated solution would be:
The theming here is that fires, once lit, have a big "WOOSH", and then settle down before finally puttering out. However, if you keep poking it like you said, you can keep it at "WOOSH."
I like this. It's similar to but slightly more flavorful than my idea, which was ignite stacks up to, say, 4 stacks and deals 10 or 15% of the base fire damage of the hit per second. So you could ramp up or "get the fire roaring" by hitting 4 times and refresh the stacks or "stoke the fire" by continuing to hit that enemy. It's similar to poison, but I feel the capped stacks is different enough it could work.
My other thought was more in a defensive direction. If you're on fire, you panic. You could leave burning as "melting" damage and have ignite apply a fear effect.
Ignite does apply fear. Monkeys and other humanoids run away when first ignited, or if they do not still do it, I know damn well they did at one point early in beta.
That's a pretty fantastic idea. Make it so it only changes the ignite with a new one if the new hit deals more damage, but keep refreshing the old one otherwise. Would make hitting with a big flameblast then machinegunning (Firestorm, incinerate, etc) just keep the ignite from flameblast up. Altough that sounds OP in numbers...
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I think a dot that peters out is the best idea I've seen in this thread. It's simple, mechanically distinct from bleed and poison, gives great feedback with massive upfront damage, and rewards multiple hits and active playstyles by keeping the blaze at full power without strictly requiring it.
I really like this idea. It is really flavourful and it gives you things to do in prolonged fights without you having to spam the enemy 24/7 to keep up you damage. The resulting playstyle would therefore be quite different to poison builds.
I like the idea, but it's pretty broken. Land one big hit, then just spam whatever skill.
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While that is true, the main value of Stormfire is the ability to apply ignites via lightning damage so as to trigger EE. That effectively works as a 50% more multiplier (or better).
Then, on top of that, as an elementalist you can have shock for another 50% more multiplier.
But really as mentioned the only real uses for this are big lightning attacks or HoT.
Also worth noting is that none of the lightning spells have decently damage effectiveness.
Storm fire hasn't put ignite in a "good place" but it's made ignite viable in this one extremely limited situation.
I love stormfire.
But make no mistake that stormfire is sort of an anomaly, and outside limited skills and ascendancies ignite still isn't workable.
And even then I don't know if you can push stormfire from "ok" to "good" in general.
Think of it like this:
I hit something, its ignited. It has the Ignited debuff. Its dealing 40% of my hit as Burn damage.
I hit the ignited thing, and it gets a second burn debuff giving 20% more Burning damage.
The second debuff would stack, allowing a single ignite to have multiple burning instances. Emberwake would allow you to add a second ignite, with its own burning stacks.